mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 01:38:20 +00:00
159 lines
6.2 KiB
C++
159 lines
6.2 KiB
C++
#pragma once
|
|
#include "ActivityManager.h"
|
|
|
|
/**
|
|
* State for each active game
|
|
*/
|
|
struct WavesGameState {
|
|
std::vector<LWOOBJID> players{};
|
|
std::vector<LWOOBJID> waitingPlayers{};
|
|
uint32_t totalSpawned = 0;
|
|
uint32_t currentSpawned = 0;
|
|
uint32_t waveNumber = 0;
|
|
std::string introCelebration;
|
|
};
|
|
|
|
struct MobDefinition {
|
|
LOT lot;
|
|
uint32_t amountToSpawn;
|
|
std::string spawnerName;
|
|
};
|
|
|
|
struct WaveMission {
|
|
uint32_t time;
|
|
uint32_t wave;
|
|
uint32_t missionID;
|
|
};
|
|
|
|
struct Wave {
|
|
std::vector<MobDefinition> waveMobs{};
|
|
std::vector<uint32_t> soloMissions{};
|
|
std::vector<uint32_t> missions{};
|
|
std::string cinematic;
|
|
float_t cinematicLength;
|
|
uint32_t timeLimit = UINT32_MAX;
|
|
bool notifyWin = false;
|
|
uint32_t winDelay = UINT32_MAX;
|
|
};
|
|
|
|
/**
|
|
* WaveConstants that have to be set for each game
|
|
*/
|
|
struct WaveConstants {
|
|
uint32_t acceptedDelay = 0;
|
|
uint32_t startDelay = 0;
|
|
uint32_t waveTime = 0;
|
|
uint32_t waveCompleteDelay = 0;
|
|
std::string eventGroup;
|
|
std::string introCelebration;
|
|
};
|
|
|
|
class BaseWavesServer : public ActivityManager {
|
|
public:
|
|
void OnStartup(Entity* self) override { SetGameVariables(self); BaseStartup(self); };
|
|
void OnPlayerLoaded(Entity* self, Entity* player) override { BasePlayerLoaded(self, player); };
|
|
void OnPlayerExit(Entity* self, Entity* player) override { BasePlayerExit(self, player); };
|
|
void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
|
|
int32_t param3) override {
|
|
BaseFireEvent(self, sender, args, param1, param2, param3);
|
|
};
|
|
void OnPlayerDied(Entity* self, Entity* player) override { BasePlayerDied(self, player); };
|
|
void OnPlayerResurrected(Entity* self, Entity* player) override { BasePlayerResurrected(self, player); };
|
|
void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier,
|
|
const std::u16string& userData) override {
|
|
BaseMessageBoxResponse(self, sender, button, identifier, userData);
|
|
};
|
|
|
|
void BasePlayerLoaded(Entity* self, Entity* player);
|
|
void BaseStartup(Entity* self);
|
|
void BasePlayerExit(Entity* self, Entity* player);
|
|
void BaseFireEvent(Entity* self, Entity* sender, const std::string& args, int32_t param1, int32_t param2,
|
|
int32_t param3);
|
|
void BasePlayerDied(Entity* self, Entity* player);
|
|
void BasePlayerResurrected(Entity* self, Entity* player);
|
|
void BaseMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData);
|
|
|
|
void OnActivityTimerDone(Entity* self, const std::string& name) override;
|
|
void OnActivityTimerUpdate(Entity* self, const std::string& name, float_t remainingTime, float_t elapsedTime) override;
|
|
protected:
|
|
virtual WaveConstants GetConstants() { return WaveConstants(); };
|
|
virtual std::vector<Wave> GetWaves() { return {}; };
|
|
virtual std::vector<WaveMission> GetWaveMissions() { return {}; };
|
|
virtual std::vector<std::string> GetSpawnerNames() { return {}; }
|
|
WavesGameState state{};
|
|
|
|
// Mob set default names
|
|
std::string BaseMobSet = "baseMobSet";
|
|
std::string RandMobSet = "randMobSet";
|
|
|
|
// Variable names
|
|
std::u16string WavesStartedVariable = u"wavesStarted";
|
|
std::u16string ShowScoreboardVariable = u"Show_ScoreBoard";
|
|
std::u16string WatchingIntroVariable = u"WatchingIntro";
|
|
std::u16string ClearScoreboardVariable = u"Clear_Scoreboard";
|
|
std::u16string DefinePlayerToUIVariable = u"Define_Player_To_UI";
|
|
std::u16string UpdateScoreboardPlayersVariable = u"Update_ScoreBoard_Players.";
|
|
std::u16string PlayerConfirmVariable = u"PlayerConfirm_ScoreBoard.";
|
|
std::u16string PlayersAcceptedVariable = u"playersAccepted";
|
|
std::u16string PlayersReadyVariable = u"playersReady";
|
|
std::u16string BaseMobSetIndexVariable = u"baseMobSetNum";
|
|
std::u16string RandMobSetIndexVariable = u"randMobSetNum";
|
|
std::u16string AcceptedDelayStartedVariable = u"AcceptedDelayStarted";
|
|
std::u16string NumberOfPlayersVariable = u"NumberOfPlayers";
|
|
std::u16string FirstTimeDoneVariable = u"firstTimeDone";
|
|
std::u16string MissionTypeVariable = u"missionType";
|
|
std::u16string StartWaveMessageVariable = u"Start_Wave_Message";
|
|
std::u16string ExitWavesVariable = u"Exit_waves";
|
|
std::u16string UpdateDefaultStartTimerVariable = u"Update_Default_Start_Timer";
|
|
std::u16string UpdateTimerVariable = u"Update_Timer";
|
|
std::u16string UpdateCooldownVariable = u"Update_Cool_Down";
|
|
std::u16string IsCooldownVariable = u"isCoolDown";
|
|
std::u16string SpawnMobVariable = u"Spawn_Mob";
|
|
std::u16string WonWaveVariable = u"Won_Wave";
|
|
std::u16string WaveCompleteVariable = u"Wave_Complete";
|
|
std::u16string StartTimedWaveVariable = u"Start_Timed_Wave";
|
|
std::u16string NewWaveVariable = u"New_Wave";
|
|
std::u16string StartCinematicVariable = u"startCinematic";
|
|
std::u16string NumRemainingVariable = u"numRemaining";
|
|
std::u16string StartCooldownVariable = u"Start_Cool_Down";
|
|
|
|
// Timer names
|
|
std::string SpawnTickTimer = "SpawnTick";
|
|
std::string AllAcceptedDelayTimer = "AllAcceptedDelay";
|
|
std::string AcceptedDelayTimer = "AcceptedDelay";
|
|
std::string StartDelayTimer = "StartDelay";
|
|
std::string ClockTickTimer = "ClockTick";
|
|
std::string CoolDownStartTimer = "CoolDownStart";
|
|
std::string CoolDownStopTimer = "CoolDownStop";
|
|
std::string PlaySpawnSoundTimer = "PlaySpawnSound";
|
|
std::string NextWaveTickTimer = "NextWaveTick";
|
|
std::string WaveCompleteDelayTimer = "WaveCompleteDelay";
|
|
std::string TimedWaveTimer = "TimedWave";
|
|
std::string GameOverWinTimer = "GameOverWin";
|
|
std::string CinematicDoneTimer = "CinematicDone";
|
|
|
|
std::string spawnSoundGUID = "{ca36045d-89df-4e96-a317-1e152d226b69}";
|
|
private:
|
|
void SetGameVariables(Entity* self);
|
|
static void ResetStats(LWOOBJID player);
|
|
void GameOver(Entity* self, bool won = false);
|
|
void GameWon(Entity* self);
|
|
void UpdateMissionForAllPlayers(Entity* self, uint32_t missionID);
|
|
|
|
void StartWaves(Entity* self);
|
|
void SpawnWave(Entity* self);
|
|
static void SpawnNow(const std::string& spawnerName, uint32_t amount, LOT spawnLot);
|
|
bool UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint32_t score);
|
|
|
|
bool CheckAllPlayersDead();
|
|
void SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID = LWOOBJID_EMPTY);
|
|
void PlayerConfirmed(Entity* self);
|
|
void PlayerAccepted(Entity* self, LWOOBJID playerID);
|
|
void ClearSpawners();
|
|
|
|
WaveConstants constants{};
|
|
std::vector<Wave> waves{};
|
|
std::vector<WaveMission> missions{};
|
|
std::vector<std::string> spawners{};
|
|
};
|